Difference for doc/Developers/random-styles from version 1.1 to 1.2


version 1.1 version 1.2
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   Random Map Styles
   
 Some comments are necessary on the various styles.  Some comments are necessary on the various styles.
   
 A style is always a crossfire map, like any other crossfire map.  A style is always a crossfire map, like any other crossfire map.
 However, they are treated differently.  However, they are treated differently.  So some care is required for what goes into the styles directories.
   
 So some care is required for what goes into the styles directories:  
   
 Contents of maps/styles:  Contents of maps/styles:
   
   
 decorstyles/*    decorstyles
   
   "Decor" are objects which are primarily for atmosphere.  Decor    "Decor" are objects which are primarily for atmosphere.  Decor
 is presently placed randomly in the map.  Live objects should  is presently placed randomly in the map.  Live objects should
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 not usually placed on top of other objects except floors.  not usually placed on top of other objects except floors.
   
   
 doorstyles/*    doorstyles
   
   Doors are needed in the game.  The doorstyles are split into subdirectories:    Doors are needed in the game.  The doorstyles are split into subdirectories:
 hdoors/*, vdoors/*, and 2 other directories which are not used.  hdoors/*, vdoors/*, and 2 other directories which are not used.
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 vdoors there should be an identically named file in hdoors.  vdoors there should be an identically named file in hdoors.
   
   
 exitstyles/*    exitstyles
   
   Exits are how you get from random map to random map, or back out    Exits are how you get from random map to random map, or back out
 of random maps, or into a quest level.  "down" exits are exits which  of random maps, or into a quest level.  "down" exits are exits which
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 random map generator picks depends on the orientation of the map:  see  random map generator picks depends on the orientation of the map:  see
 RandomMaps.doc  RandomMaps.doc
   
 floorstyles/*    floorstyles
   
   Styles of floors.  Right now, one floor is chosen from one style, and    Styles of floors.  Right now, one floor is chosen from one style, and
 that is the floor for the whole map.  If you want to specify a specific  that is the floor for the whole map.  If you want to specify a specific
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 traps.  Some potions are good, others bad:  they're mostly beneficial  traps.  Some potions are good, others bad:  they're mostly beneficial
 at this instant.  at this instant.
   
 monsterstyles/*    monsterstyles
   
   Only subdirectories are allowed in this directory.  Each subdirectory    Only subdirectories are allowed in this directory.  Each subdirectory
 must contain one or more files of the form filename_#  must contain one or more files of the form filename_#
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 The style file with a # closest to the current dungeon level is used  The style file with a # closest to the current dungeon level is used
 for choosing the monsters.  for choosing the monsters.
   
 specialmaps/*    specialmaps
   
   These are special maps.  They are NOT styles:  they are small maps    These are special maps.  They are NOT styles:  they are small maps
 which are included  verbatim into larger maps.    which are included  verbatim into larger maps. 
 SPECIAL MAPS MUST HAVE A 1-square PASSABLE  SPECIAL MAPS MUST HAVE A 1-square PASSABLE
 BORDER AROUND THEM:  otherwise, they may break the map they're placed in.  BORDER AROUND THEM:  otherwise, they may break the map they're placed in.
   
 specialstyles/*    specialstyles
   
   Unused.  Probably misc/fountains belongs in here.  Oh well.    Unused.  Probably misc/fountains belongs in here.  Oh well.
   
 trapstyles/*    trapstyles
   
   Unused.  When/if someone get around to putting traps into the generator,    Unused.  When/if someone get around to putting traps into the generator,
 maybe these will matter.  maybe these will matter.
   
 treasurestyles/*    treasurestyles
   
   Styles of treasures.  Treasures are picked randomly from the styles,    Styles of treasures.  Treasures are picked randomly from the styles,
 similarly to decor.  Frequency of appearance in the randomly generated map  similarly to decor.  Frequency of appearance in the randomly generated map
 is proportional to frequency of appearance in the style map.  is proportional to frequency of appearance in the style map.
   
 wallstyles/*    wallstyles
   
   The different wall styles.  One wall from one of these files is    The different wall styles.  One wall from one of these files is
 picked for the walls of the entire random map, similar to floors.  picked for the walls of the entire random map, similar to floors.
   


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